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#21 | |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,425
Donated: $60
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#22 | |
Apprentice
Join Date: Jun 2011
Posts: 74
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2. More variety in pits is definitely a good idea - realistically, humanoids like orcs and trolls would be the least likely of dungeon monsters to pack like sardines into a room, unless you assume that orc pits are something akin to barracks with sleeping surfaces and such. Ant hives, etc. could be interesting, and might be an impetus for creating uniques for the neglected monster categories; I'd be terrified to face, say, a unique Bat of Gorgoroth under the wrong circumstances, for example. 3. Themed levels are something that I'd be a big supporter of. I don't play Unangband, but from what I've read it's done some interesting things in this direction. Overall I just feel like the atmosphere of the dungeon could use a lot more variation. Morgoth, the supreme evil of Middle-earth, decides to create a 5000' deep fortress to protect himself, but apparently he has pretty tame ambitions as to the actual architecture of the place since it's all standard stone corridors and rooms, now with a few natural caverns that he decided to leave in place? In all seriousness, there's nothing wrong with our standard level generation and what d_m's been doing with the algorithms is pretty cool stuff. However, things like lava levels with predominantly fire-themed monsters, orc fortresses, level-sized ant hives with extremely disorganized/organic one-tile-wide passageways, and any other theme/architectural motif that might be tactically or thematically interesting would be excellent. That's not to say that themed levels should be predictable ones, either - sure, it's an orc fortress, but who's to say they don't have nasty pets, or perhaps a powerful demon as their leader? 4. This ties in with increasing variation, and makes the dungeon make more sense. I like it. |
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#23 | ||
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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I've been trying to make the dungeon generation code easier to read. This is a great idea, although it could be pretty challenging. I may try to do something like this for 3.4. |
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#24 |
Angband Devteam member
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 42
Posts: 1,516
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So, I've been working in this direction (although recently haven't had a lot of time, what with 3.3 bugs and "real life"). I'm glad people are advocating for more interesting levels, and hopefully 3.3 is a step in the right direction.
Here's an excerpt from a TODO list I wrote awhile ago about Angband: Code:
* possibly improve illumination in caverns * work on creating more dense/connected/twisty levels * add monster towns * add graveyards/libraries/weapon rooms/alchemy rooms/etc * add sub-caverns/sub-labyrinths to default gen * write new level gen: 1. generate minerals/walls first 2. add streams/lakes 3. add cavern sections (w/ relevant monsters) 4. carve rooms/passages (w/ relevant monsters/items) 5. random mutations 6. stairs * add new floor types (e.g. water, dirt, grass?) * add new wall types (e.g. dirt, ice, trees?) * add flavor items * make mushrooms better * add more food types |
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#25 |
Adept
Join Date: Jun 2011
Location: In his house at R'lyeh
Posts: 113
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Yeah, I like to stumble into a destructed place as a rare variation now and then. Sure I'll probably try to avoid it, but the experience of unexpectedly finding a different kind of terrain is good in itself in my opinion.
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#26 | |
Adept
Join Date: Jun 2011
Location: In his house at R'lyeh
Posts: 113
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#27 |
Angband Devteam member
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We all have one of these. Yours is destroyed levels. Mine is haggling. Dos's is connected stairs ;-)
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"3.4 is much better than 3.1, 3.2 or 3.3. It still is easier than 3.0.9, but it is more convenient to play without being ridiculously easy, so it is my new favorite of the versions." - Timo Pietila |
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